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Remix NEON STUDIO opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a browser-based interactive music-production workstation called “NEON STUDIO,” styled like a polished dark synthwave DAW rather than a conventional arcade game. Use a full-height responsive app with a 72px top bar, left workspace navigation, and a scrollable main editor. The visual language should be near-black navy backgrounds with subtle radial purple gradients, thin blue-violet borders, rounded cards, soft shadows, and neon cyan, magenta, violet, and green accents. Use clean Inter-like UI typography with a bold spaced futuristic title. The top-left brand reads “NEON STUDIO” with the subtitle “SYNTHWAVE WORKSTATION.” The top bar contains a BPM readout and slider initially at 112, key display “C minor,” New, Save, and Load buttons; on the right provide Play, Stop, Record, and a prominent “EXPORT WAV” button. Include a small bottom-left status card saying the audio engine is ready and prompting the user to click a pad or key. Build four switchable workspace tabs in the left sidebar: SAMPLER, SYNTH, PIANO ROLL, and MIXER. Only one panel is active at a time, with the active tab highlighted by a cyan inset edge. The app must use Web Audio or an equivalent browser audio engine so clicking pads, playing the keyboard, and starting the sequencer produce synthesized sound. SAMPLER / SEQUENCER screen: show a header “Sampler & Sequencer” with the subtitle “Trigger samples, build a loop, then export the result,” plus GENERATE, Loop: ON/OFF, and Swing 0% controls. Create a 4-column by 4-row pad grid labeled “16 PAD SAMPLER,” with keyboard hints 1–8 and Q, W, E, R, T, Y, U, I. The sixteen pads are named: Kick 01, Snare 80s, Clap Wide, Hat Closed, Hat Open, Tom Low, Tom High, Crash, Rim Shot, Laser FX, Vox Chop, Noise Hit, Bass Hit, Chord Stab, Zap Down, Arcade. Each pad has a colored neon bottom edge alternating cyan, magenta, and violet, a key hint, and small metadata such as “Demo sample · one-shot” or “Demo sample · synth.” Clicking a pad should trigger a short synthesized sound and briefly illuminate the pad; number keys 1–8 should do the same. Include an “Import sample” button that accepts multiple audio files and adds them to a Sample Library list. Start the library with three entries: Deep Kick, Digital Snare, and Laser FX, each displaying Demo, 0.4s, with play and delete buttons and a sound count. Imported audio should be decoded and listed with its filename, Imported category, and duration; deletion removes it from the list. Below the pads, create a 16-step sequencer card with five tracks: DRUMS, BASS, LEAD, PAD, and FX. Each track has 16 clickable square step cells, grouped visually every four steps, plus MUTE and SOLO-style buttons and a volume slider. Initialize the drum row with steps 1, 5, 9, and 13 active; initialize the other rows with their first step active. Active rows should use distinct neon colors: cyan drums/bass, magenta lead, violet pad, and green FX. Clicking cells toggles them. Play starts a looping step clock at the current BPM, triggering simple synthesized drum/tonal sounds for active steps; Stop halts and resets it. Spacebar should also toggle playback. The Generate button should replace the pattern with a “Synthwave base”: drums on 1,5,9,13; bass on 1,4,7,9,12,15; lead on 3,7,11,15; pad on 1 and 9; FX on 8 and 16. Swing should cycle in 10% increments from 0 through 50 and affect alternating step timing. The Loop button toggles its displayed state. Save the project to browser local storage, including BPM, tracks, pads, notes, and sample metadata; Load restores the saved project; New reloads/resets after confirmation. SYNTH screen: provide a “Synthesizer” header with “Shape a playable synthwave patch with Web Audio” and a row of nine preset buttons: Neon Bass, Retro Bass, Night Drive, Dark Lead, Cyber Lead, Analog Pad, Dream Pad, Arcade, and Retro Pluck. The main synth card should contain two oscillator controls with selectable Sine, Triangle, Sawtooth, Square, and Noise types, octave, detune, volume, and mix sliders. Add a filter section with Low Pass, High Pass, and Band Pass choices, cutoff and resonance sliders. Add ADSR controls for attack, decay, sustain, and release, plus a glide slider. Add an LFO section with rate, amount, destination choices Filter/Pitch/Volume, and Master level. Display live value labels such as oscillator type, cutoff in Hz, resonance percentage, and LFO destination/rate. Presets should update the oscillator/filter/envelope controls and show the selected patch name. Under the synth controls, create a playable polyphonic piano keyboard spanning roughly C3 through C5, with white keys and positioned black keys. Pointer/touch press and release should start and stop oscillator voices with an envelope; computer keyboard mappings should support the visible QWERTY/AZERTY-style note layout (A/W/S/E/D/F/T/G/Y/H/U/J/K/O/L/P/semicolon) and Z/X should shift octave down/up within a limited range. Active keys glow cyan, with black active keys glowing magenta. Include a PATCH LIBRARY card repeating the nine presets and a PERFORMANCE RECORDER card with REC, STOP, and PLAY controls. Recording should capture the master audio stream, show a recording state, then provide a saved performance with playback and export/download capability. PIANO ROLL screen: show a MIDI EDITOR header and the subtitle “Click to draw notes. Drag horizontally to move. Double-click to remove.” Add Clear, Quantize 1/16, and Play loop buttons. Display a dark piano-roll grid with horizontal pitch lanes and vertical timing lines, labels from C5 down through C4, and a large scrollable editing area. Start with four visible neon gradient notes at different positions, lengths, and pitches. Clicking empty grid space creates a magenta-to-violet note; dragging a note moves it horizontally and snaps its vertical position to pitch rows; double-clicking deletes it. Clear removes all notes. Quantize snaps note x positions to sixteenth-note spacing and shows a brief toast. Play loop starts the sequencer playback. Include helper text indicating a 16-step grid and that note length/velocity are editable in the selected note, while keeping the actual visible interactions faithful to this simple note editor. MIXER screen: show a “Mix & Master” header, subtitle “Balance tracks and add a finishing effect chain,” and an “EXPORT STEMS” button that performs the available WAV export behavior. Create five channel strips for DRUMS, BASS, LEAD, PAD, and FX, each labeled with a bus/track subtitle, a vertical animated-looking level meter with cyan/green/magenta gradient, a vertical fader, and a MUTE button. Below, create an EFFECTS RACK with amount/mix sliders for Reverb, Delay, Chorus, Distortion, Compressor, EQ, and Bitcrusher. These controls should look and respond as mixer UI controls; the core audible sequencer and synth behavior should remain simple and lightweight. Implement toast notifications near the bottom-right for actions such as recording started/saved, project saved/loaded, preset loaded, octave changes, notes quantized, generated pattern, and WAV export ready. Include a red pulsing recording indicator. Keep the interface responsive: collapse/hide the sidebar on narrow mobile widths, stack major panels, reduce pad columns to two, and make sequencer and roll areas horizontally scrollable where necessary. The overall result should feel like an elegant neon synthwave music workstation with functional clicking, keyboard playing, looping, basic recording, local save/load, sample import, note editing, and WAV rendering/export—not a character-based game.